When a character starts, their levels are decided upon the strength and weakness provided in their biography. The codes under your name define what you can and cannot do. Make sure you understand these rules - breaking them will make you lose levels or house points.

Level 0 - You cannot use this magic type successfully; you can try, but it generally wont work (roleplay it!)Levels 1 to 10 - These are typical of students. Please refer to the specific Rules for the magic type to find out what you can do.Levels 11+ - These are usually only found among teachers or other adults. Please refer to the specific Rules for the magic type to find out what you can do.

Earning New Magic Levels

There are currently 3 ways in which to earn magical levels:

Taking classesAll students may take up to 4 classes per term. However, only two of those may be core classes. Should you wish to take 1 core and 3 electives, or even 4 electives, you are more than welcome to do so. Core classes are worth 1 magic level in the particular subject taken while electives are worth .5 level to be placed in the category of your choice. If there is more than one section of a particular class offered, you may only sign up to receive a level for one of the sections.

Advancing a yearReturning students who plan to graduate to the next class (ex: from 1st to 2nd year and so forth) are automatically entitled to 2 levels at the end of every term upon request.

Participating in Extracurriculars Students may earn a half level for participation in each of the following: Quidditch, Dueling, Spellbound, or Hospital Wing.

CHARMS RULES

The rules for charms work slightly differently than those for the other fields of magic. You can cast all charms whose year is equal to or lower than the number after the 'C' in your subbie. For instance, if you are fifth year, but have only C4, then you can only cast fourth year charms and below.

On the other hand, if you are a fifth year with C6, then you can cast sixth year charms - but only with difficulty, and they may not be as fully effective as those cast by someone who has been properly trained. Roleplay it!

CHARMS

First YearsShoot sparks from your wand (no incantation)Write glowing letters in the air with your wand (no incantation)Hot-Air Charm - causes wand to emit hot air (no incantation)Lumos - causes a short beam of light to appearNox - causes the light to go out

Fourth YearsAvis - creates a flock of birdsCave Inimicum - cast on an area; warns the caster if somebody hostile enters the areaConjunctivitis - makes the victim see unclearlyDiffindo - cuts an object openErecto - erects a tent, or similar itemFlagrante - makes an object burning hotIctus - creates a scorch-like stinging welt on the subjectImmobulus - renders living targets immobile and disables electronic devicesImpervius - makes an object waterproofMucus ad Nauseam - gives the victim an extremely runny noseRelashio - gives out a jet of sparks, or boiling water if underwaterRiddikulus renders a boggart harmless by making it look sillySerpensortia - makes a snake come out of the victim's wandSteleus - causes the victim to sneeze for a short period of timeTarantallegra - makes the victim's legs dance uncontrollably

Fifth YearsAguamenti - produces a jet of water from the wandAlarte Ascendare - shoots the target high into the airAscendio - lifts the caster high into the airConfringo - wrecks somethingConfundus - confuses the victim temporarilyDeprimo - creates a hole under somethingDescendo - pulls something downwardsDissendium - opens a secret doorEngorgio - makes an object grow bigger or return to normal size (if used with Reducio)Furnunculus - Causes the victim's body to break out in boilsGlisseo - causes a staircase to flatten into a slideImpedimenta - stops or slows down an object [that can move]Lacarnum Inflamarae - sends a ball of fire from the wandLanglock - glues somebody's tongue to the roof of their mouthMimble wimble - ties victim's tongue in a knotMolliare - creates an invisible cushioning effect on the target areaObscuro - Puts an immovable blindfold on someone. Lasts 30 minutes.Point Me - makes the wand point northProtego - creates an invisible barrier that can deflect hostile spellsReducto - blasts a solid object into piecesSilencio - renders the victim temporarily muteSpongify - softens the target, making it bouncySuppiantara - trips somebody upVentus - shoots a strong blast of wind from the wandWaddiwasi - directs an object to some close location

Seventh YearsBrachiabindo - binds the target with invisible ropesCheering Charm - a charm that cheers a person up (no incantation)Cistem Aperio - blasts open chests and boxesEverte Statum - throws the target backward and causes temporary sharp painGermineo - creates a duplicate of somethingGluten Perennis - permanently sticks one object to anotherHominem Revelio - reveals the presence of hidden peopleKamiflage - causes a person or creature to perfectly match their surroundings, making them very difficult to seeMucus Chiropterhinus (Bat-Bogey Hex) - turns the victim's bogeys into large, black bats that fly out of their noseObliviate - changes a person's memoryProteus - causes a number of specified objects to match the appearance of another single object. When that object is changed, the others change to match.Repello Muggletum - makes muggles avoid an area

Above Seventh YearC8Apparition - the ability to disappear and reappear at a different position. Please note that it is impossible to apparate into/out of/within Hogwarts. The one exception to this rule is during Apparition classes, where those participating can practise Apparition within a specified area of the castle. Deletrius - cancels effect of "Prior Incantato"Emancipare - frees the target from any bindingsEnnervate - revives a stunned personFinite Incantatem - ends the effect of a spellPrior Incantato - makes a wand show its last spell used

C9Imperterbable Charm - renders an area spy-proof. (NB: This should prevent fellow students overhearing you - but professors are likely to know effective counter-charms!)Vulnera Sanentur - causes wounds and gashes to heal up and any blood to return to the victim

C10:Brackium Emendo - mends broken bonesDisillusionment Charm - conceals the target by causing it to act as a chameleon, soaking up the colors and textures of its surroundings

C11:Unbreakable Charm - makes something unbreakable (no incantation)

C12:Capacious Extremis (Undetectable Extension Charm) - increases a container's capacity without changing the object's external appearance or weight. If you cast this spell, you must PM an admin with a link to the thread.

C14:Portkey Creation - Turns an object into an active portkey; Must be in conjuction with high Transfiguration and Summoning Levels. To find out about this, Read the Portkey FAQ.

C15-19Animagus** (When paired with comparable Transfiguration levels)

C20+Spell Creation (Please submit a Special Requests Form to an admin explaining the spell, and be prepared to make a Wiki page).

UNFORGIVABLESNOTE: Use of these spells may result in incarceration if caught and the Ministry determines the spell was misused. As in life, your character cannot control whether they are caught. Be aware that if your character is underage, they will always be caught because of the Trace, and they will likely be expelled from school.

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C10:Crucio (weak): Unforgivable and illegal without good cause. Causes excruciating pain in the victim for 1-2 seconds. (Must notify an admin if one is cast.)Imperio (weak): Unforgivable and illegal without good cause. Gives the caster a subtle influence over the mind of the victim. For example, you might be able to make them feel more favorably towards a particular person, but not to influence what they think or say. (Must notify an admin if one is cast.)

C12:Avada Kedavra: Unforgivable and illegal without good cause. Instantly kills the victim. Unblockable. When successful, the spell permanently damages the soul of the caster. (Please remember you may not kill another character without admin permission.)

C14:Crucio (strong): Unforgivable and illegal without good cause. Causes excruciating, prolonged pain in the victim. (Must notify an admin if cast)Imperio (moderate): Unforgivable and illegal without good cause. Gives the caster influence over the thoughts of the victim. For example, you might be able to cause the victim to believe that vinegar tastes like wine, but not to force them to drink it. (Must notify an admin if cast)

C16:Imperio (Strong): Unforgivable and illegal without good cause. Gives the caster complete control over the thoughts and actions of the victim. Note that some people are able to resist the effects of the spell. (Must notify an admin if cast.)

SPELL REQUEST (If you would like to use a Charm not on the list, please PM the following to an admin for approval.)

[b]Name of Spell:[/b][b]Effects of Spell:[/b] [i]What does it do?[/i][b]How did your character learn the spell?:[/b][b]Your Charms Level:[/b][b]Creative purpose served by the spell for your roleplay?:[/b][i]NOTE: Spells must be approved prior to use.[/i]

Silent CastingYou are able to cast any charm silently if you have at least six more levels than that normally required to cast it. For example, at C7 you can cast Lumos and Nox silently, you would need C9 to cast spells such as Rependo or Reparo silently, etc.

TRANSFIGURATION RULES

Transfiguration lets you change objects from one form to another. You cannot change their actual substance (say, to make them come alive, or to make stone burn), only the way they appear.

Your level determines what properties of an object you can change, according to the list below. The number after the property says how many properties you can change at the same time. Every level includes the abilities for the levels below it: for instance, at level 3 you can change any two of the colour, shape, and size of an object, while at level 4 you can change all three at once.

1) Use your muggle senses to tell if something is wrong ('danger sense')2) Sense the emotions of others ('aura reading')3) Tell the future4) Communicate with the afterlife

How good you are at each of these abilities depends on your Divination level.You can also perform any of the abilities listed for levels below your own.

Danger Sense

Aura Reading

Predicting

Other World

Level 1

Smell - A

A

A

(nothing)

Level 2

Touch - A

A

A

A

Level 3

Sight - A

B

A

B

Level 4

Sound - A

B

B

C

Level 5

Taste - A

C

B

D

Level 6

Smell - B

C

B

E

Level 7

Touch - B

D

C

E

Level 8

Sight - B

D

C

F

Danger SenseA - If you try to sense it, you can detect something is wrong, but you don'tknow what it is.B - You no longer need to actively try to sense if something is wrong; youwill get a tingling and a sense of unease automatically.

Which muggle senses you can use with this ability are listed in the table above.

Aura ReadingA - Can see a gray outline onlyB - Can see bright colours in an aura - the strong emotionC - Can see the medium colours in an auraD - Can see the faint colours - the subtle emotions

Note that this takes some preparation (so people may notice), and you will need to be holding your wand to do it.

Predicting the FutureTo use this ability, you will need to use a fortune telling technique, such as tarot reading, crystal ball gazing, astrology, etc.

A - Can see only whether the future is generally good or badB - Can detect the general area of the future that is good or bad - for example,"money, health, love life" etc.C - Can get a general idea of what might happen with a little more detail - instead of general positive feeling about "travel", you might be able to predict that travel will happen within a few months to an exotic location (but not which exotic location).

Sensing the OtherworldA - You can talk to invisible spirits (if you know theyre there!), but you cannot see them, or hear what they say backB - You will know when spirits are near you, but not exactly where they areC - You will know what direction a spirit is in, but not how how far away it isD - You can hear general sounds made by spirits (groaning, etc.) but cannot understand their speechE - You will know exactly where a spirit is, but cannot see it F - You can see spirits, even when they are invisible

Note that you do not need Divination Magic to see or talk to normal ghosts when they want to be seen - it is used for spirits that are not usually visible.

High-Level DivinationDivination permits you to do four things:

Use your muggle senses to tell if something is wrong ('danger sense')

Sense the emotions of others ('aura reading')

Tell the future

Communicate with the afterlife

How good you are at each of these abilities depends on your Divination level. You can also perform any of the abilities listed for levels below your own.

Danger Sense

Aura Reading

Predicting

Other World

Level 9

Sound - B

E

C

G

Level 10

Taste - B

E

D

H

Level 11

Smell - C

F

D

H

Level 12

Touch - C

F

D

I

Level 13

Sight, Taste - C

F

E

I

D14-19Legilimency / Occlumency (With high level charms) **

D20+Seer - Future Visions **Seer - Communications **

Danger SenseB - You no longer need to actively try to sense if something is wrong; you will get a tingling and a sense of unease automatically. Which muggle senses you can use with this ability are listed in the table above.C - You receive more than a sense of unease, but now can gain at least some idea of the source and nature of the problem. Which muggles senses you can use with this ability are listed in the table above.

Aura ReadingE - You can see multiple colours in an aura, gaining a more all-round feel for the individual's personality and emotions, although some details will be too well-hidden or complex to interpret. Note that this takes some preparation (so people may notice), and you will need to be holding your wand to do it.F - Psychometry. You can use your wand to read the past history of an object, including magical enchantments or curses placed on it, a rough impression of the auras of people who have owned it for a long time, etc.

Predicting the Future To use this ability, you will need to use a fortune telling technique, such as tarot reading, crystal ball gazing, astrology, etc.C - Can get a general idea of what might happen with a little more detail - instead of general positive feeling about "travel", you might be able to predict that travel will happen within a few months to an exotic location (but not which exotic location).D - Can see a single, specific event that might happen in the future.E - Can see multiple events that might happen in the future.

Sensing the Otherworld G - You can understand the speech of incorporeal spirits.H - You can call spirits to you from the Otherworld. You cannot always be confident as to what sort of spirits will arrive...I - Astral Projection. You can leave your physical body behind and enter the Otherworld. Your body is helpless while you do this. The Otherworld is a dangerous realm, in which hostile spirits can attempt to overpower you, and if you travel too far there is always the danger of not coming back...

CONJURING/SUMMONING RULES

This permits you to do four things: Summoning (fetching items from a distance), and Conjuring (creating things from nearby matter or out of "thin air"); and their counter-actions, Banishing (sending items away to a specific location), and Vanishing (making an item disappear into "thin air").

The following table describes the maximum size and intelligence of the objects or creatures you can summon/banish, and how far away you can summon them from/banish them to. None for intelligence means you cannot summon/banish creatures, only things (cups, tables, etc.) Low means a creature no more intelligent than an insect or worm.Note that you always have to know roughly where the target you are going to summon is located/where you wish to banish the target to (down to the nearest room, say).

Distance

Mass

Intelligence

Level 1

Less than 1 meter

Less than 10 kg

None

Level 2

Less than 1 meter

Less than 50 kg

None

Level 3

Less than 1 meter

Less than 50 kg

None

Level 4

Less than 1 km

Less than 50 kg

None

Level 5

Less than 1 km

Less than 50 kg

None

Level 6

Less than 1 km

Less than 50 kg

Low

Level 7

Less than 1 km

Less than 100 kg

Low

Level 8

Less than 1 km

Less than 100 kg

Low

Conjuring/Vanishing

The following table indicates the maximum size and complexity of the objects you can create/vanish, and what material you need nearby to create them.

Material

Mass

Complexity

Level 1

A

Less than 5 kg

Easy

Level 2

A

Less than 5 kg

Medium

Level 3

A

Less than 10 kg

Medium

Level 4

B

Less than 10 kg

Medium

Level 5

C 1 hour

Less than 10 kg

Medium

Level 6

C 1 hour

Less than 10 kg

Hard

Level 7

C 2 hours

Less than 10 kg

Hard

Level 8

C 2 hours

Less than 40 kg

Hard

MaterialA - Same (same raw material nearby that is needed to create the new item)B - Similar (raw material nearby has most of the same chemical makeup as the new item)C - "Thin Air" (no raw material is used. There is also a time limit on how long such items last if before they vanish)

ComplexityEasy - solid, or shapeless objects (e.g. a glass marble, a blob of water)Medium objects with simple shapes (e.g. hollow like a straw)Hard - objects with an intricate shape, and/or made from multiple materials (e.g.: a feather quill with a gold point) You cannot create truly complex items, such as a working watch.

High-Level Summoning/Banishing

The following table describes the maximum size and intelligence of the objects or creatures you can summon/banish, and how far away you can summon them from/banish them to. Low means a creature no more intelligent than an insect or worm. Note that you always have to know roughly where the target you are going to summon is located/where you wish to banish the target to (down to the nearest room, say).

Distance

Mass

Intelligence

Level 9

Less than 10 km

Less than 100 kg

Low

Level 10

Less than 10 km

Less than 1 tonne

Low

Level 11

Less than 10 km

Less than 1 tonne

Medium

Level 12

Less than 10 km

Less than 1 tonne

Medium

IntelligenceLow - A creature no more intelligent than an insect or worm. Medium - A typical animal, not intelligent enough to speak.

High-Level Conjuring/Vanishing

The following table indicates the maximum size and complexity of the objects you can create/vanish, and what material you need nearby to create them. Note that this is the same as at level 8.

Material

Mass

Complexity

Level 9

C - 2 hours

Less than 40 kg

Hard

Level 10

C - 3 hours

Less than 40 kg

Hard

Level 11

C - 3 hours

Less than 40 kg

Hard

Level 12

C - 3 hours

Less than 100 kg

Complex

Level 14

C - 3 hours

Less than 40 kg

Magical

Level 15

C - 3 hours

Less than 60 kg

Magical

Level 16

C - 6 hours

Less than 100 kg

Magical

Level 17

C - 12 hours

Less than 130 kg

Magical

Level 18

C - 24 hours

Less than 170 kg

Magical

Level 17

C - 48 Hours

No weight limit

Magical

Level 18

C - 12 hours

No weight limit

Intelligent

Level 19

C - 48 hours

No weight limit

Intelligent

Level 20

C - 56 hours

No weight limit

Intelligent

MaterialC - "Thin Air" (no raw material is used. There is also atime limit on how long such items last if before they vanish)

ComplexityHard - objects with an intricate shape, and/or made frommultiple materials (e.g.: a feather quill with a gold point)Complex - You can create truly complex items, such as a working watch. Note that electronics and the like are not amenable to magical conjuring, and so cannot be created by even the greatest wizards.Magical - You can create magical objects. Creation, Possession, and/or use of a Magical Object requires admin approval. Intelligent - You can summon intelligent objects or beings. Use of conjuring at this level requires admin approval.